uniform mat4 u_MVPMatrix;
uniform vec4 color;
uniform vec4 clipping;

// position, normal and texture of the vertices
attribute vec4 a_Position;
attribute vec2 aTextureCoord;

varying vec2 tCoord;

varying vec4 colorVarying;
varying vec4 clippingVarying;

void main() {
	tCoord = aTextureCoord;
	gl_Position = u_MVPMatrix * a_Position; 
//	gl_Position = a_Position; 

	colorVarying = color;
	clippingVarying = clipping;
}